Contents

Seth

Seth is actually one of many bodies produced by the Living Incubator program, but was giving the assignment of overseeing the S.I.N. corporation by M. Bison. Seth developed the Tanden Engine, which allowed Seth to instantly mimic the fighting techniques of opponents he has fought. Ever ambitious, Seth decided to rebel against Shadaloo and took S.I.N. for himself. He has no intention of stopping there, however, and plans to defeat Shadaloo's leader, M. Bison, and take over everything M. Bison has created utilizing the ultimate weapon he has created within S.I.N.: the device known as BLECE.

In a nutshell

A "glass cannon" in every sense of the word. Seth is a character who has a variety of tools at his disposal for just about everything you can think of. His speed is incredible, he can deal loads of damage in seconds with extremely lengthy and hard-hitting combos, and his moves all have great priority. The price he pays for all of these perks, unfortunately, is the worst defense in the game. With the lowest health out of the entire cast, and his only reliable wakeup reversal being his Shoryuken, Seth must be played very carefully, because making one false move will cost you the round 99% of the time. Once mastered, however, the risky maneuvers one takes with Seth will eventually seem more rewarding than not.

Players to Watch

Poongko, OnlineTony, Dashio, Problem X

Moves

Unique Attacks

Name

Command

Notes

Yosokyaku

(in air) +

Can be performed three times in a sequence;

Tenmakujinkyaku

(at top of jump arc) +

Wall Jump

(in air, near wall)

Throws

Name

Command

Notes

Genocide Shot

or + +

Death Throw

+ +

Special Moves

Name

Command

Notes

Sonic Boom

+

Shoryuken

+

Can be performed three times in sequence

Hyakuretsukyaku

+

Tanden Engine

+

version consumes two blocks of Super Combo Gauge only during

Spinning Piledriver

+

Yoga Teleport

or + or

+ will appear next to opponent in back + will appear next to opponent in front versions are identical and will go as far backwards as the screen allows

Super Combo

Name

Command

Notes

Tanden Storm

+

Ultra Combos

Name

Command

Notes

Tanden Stream

+

Tanden Typhoon

+

AE ver. 2012 Changes

Jumping Heavy Punch

Changed hitbox active time from 2F to 4F.

Forward Jumping Medium Kick

Made foot region invincible to projectiles from end of active period to landing.

Shoryuken

Shortened block stun by 2F on second normal Shoryuken hit, leaving the attacker with a -3F (dis)advantage on EX Focus→Dash. No change to first hit’s block stun.

Tanden Stream

Made Seth become totally invincible at a certain point in the attack.
Made fully hit when combo launched from crouching heavy punch.
Changed damage from 380 to 340.

AE Changes

His Toward Jumping Hard Punch's number of active frames is doubled, so it's easier to hit with now.

Far Standing Medium Kick's active frames were lengthened a little, and his hittable box when he extends his leg horizontally was reduced, so it will function better as a poking tool.

Close Standing Medium Punch's startup is faster and the total duration of the move is reduced as a result, plus frame advantage on hit was increased, so it got significantly buffed.

His Dive Kick's hitstun and blockstun were decreased, so it's slightly harder to use the move as an offense tool.

All three Head Stomp moves had their active frames reduced, and the timing to hit all three of them was changed.

Sonic Boom's recovery was reduced by 1 frame, and EX Sonic Boom's recovery is reduced by 3 frames. Now regular attacks into his regular or EX Sonic Boom, Focus Attack Dash Cancel and a follow up combo are pretty powerful.

His Spin Kicks (Hyakuretsukyaku) deal more damage and less stun.

Super's invincibility window was lengthened, and "the pursuit priority is increased" (connect more hits against airborne opponents).

Ultra 2's recovery was shortened. Full invincibility was changed to 12 frames, and after that Seth is only invincible to projectiles until the end of active frames.

Ultra 1 deals more damage, but has a longer recovery time.

Stamina increased to 800, stun increased to 900.

The Basics

Combos

Strategy

Matchups

Frame Data

Block

Super Meter

Frames

Move Name

HL

Damage

Stun

Gain

Cancel Ability

Startup

Active

Recovery

On Guard

On Hit

Notes

Close

HL

30

50

20

ch/sp/su

4

2

5

+4

+7

Close

HL

75

100

40

sp/su

5

2

10

+2

+5

Close

HL

90[80]

200[150]

60

sp/su

4

5

20

-7

-2

Forces stand, [] refers to active frames 3~5f

Close

HL

35

50

20

-

4

2

6

+3

+6

Close

HL

70

100

40

sp/su

7

2

12

0

+3

Close

HL

40*70

125*75

60*20

su*-

7

2*2

16

0

+5

Only +4 hit advantage vs crouching opponents

Far

HL

30

50

20

ch/sp/su

5

2

5

+4

+7

Far

HL

60

100

40

su

6

2

13

-1

+2

Far

HL

80

200

60

-

13

3

30

-15

-11

Far

HL

40

50

20

-

4

2

8

+1

+4

Far

HL

60

100

40

-

8

3

12

-1

+2

Far

HL

90

200

60

-

10

3

18

-3

+1

Crouch

HL

20

50

20

ch/sp/su

4

2

6

+3

+6

Crouch

HL

50

100

40

sp/su

5

2

11

-1

+3

Crouch

HL

60*30

100*100

60*20

sp/su

10

2(2)2

19

-3

-

1st hit forces stand, 2nd hit floats opponent

Crouch

L

20

50

20

ch/sp/su

5

2

8

+1

+4

Crouch

L

50

100

40

sp/su

7

3

14

-5

-1

Crouch

L

80

100

60

-

8

2

25

-9

-

Hard knockdown

Jump Up

H

50

50

20

-

5

5

-

-

-

Jump Up

H

80

100

40

-

6

4

-

-

-

Jump Up

H

80

200

60

-

4

4

-

-

-

Jump Up

H

45

50

20

-

5

6

-

-

-

Jump Up

H

80

100

40

-

6

9

-

-

-

Can be maneuvered, Until end of startup and 11f~until landing legs projectile invincible